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Hands-On Unity 2020 Game Development

You're reading from   Hands-On Unity 2020 Game Development Build, customize, and optimize professional games using Unity 2020 and C#

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Product type Paperback
Published in Jul 2020
Publisher Packt
ISBN-13 9781838642006
Length 580 pages
Edition 1st Edition
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Author (1):
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Nicolas Alejandro Borromeo Nicolas Alejandro Borromeo
Author Profile Icon Nicolas Alejandro Borromeo
Nicolas Alejandro Borromeo
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Table of Contents (24) Chapters Close

Preface 1. Chapter 1: Designing a Game from Scratch 2. Chapter 2: Setting Up Unity FREE CHAPTER 3. Chapter 3: Working with Scenes and GameObjects 4. Chapter 4: Grayboxing with Terrain and ProBuilder 5. Chapter 5: Importing and Integrating Assets 6. Chapter 6: Materials and Effects with URP and Shader Graph 7. Chapter 7: Visual Effects with Particle Systems and VFX Graph 8. Chapter 8: Lighting Using the Universal Render Pipeline 9. Chapter 9: Fullscreen Effects with postprocessing 10. Chapter 10: Sound and Music Integration 11. Chapter 11: User Interface Design 12. Chapter 12: Creating Animations with Animator, Cinemachine, and Timeline 13. Chapter 13: Introduction to Unity Scripting with C# 14. Chapter 14: Implementing Movement and Spawning 15. Chapter 15: Physics Collisions and Health System 16. Chapter 16: Win and Lose Conditions 17. Chapter 17: Scripting the UI, Sounds, and Graphics 18. Chapter 18: Implementing Game AI for Building Enemies 19. Chapter 19: Scene Performance Optimization 20. Chapter 20: Building the Project 21. Chapter 21: Finishing Touches 22. Chapter 22: Augmented Reality in Unity 23. Other Books You May Enjoy

To get the most out of this book

You will be developing a full project throughout the chapters of this book, and while you can just read the chapters, I highly recommend that you practice all the steps in this project as you advance through the book, to get the experience needed to properly learn the concepts we look at here. The chapters are designed so that you can customize the game according to your preferences, but do consider not deviating too much from the main idea.

The project files are split into folders per chapter and are designed in a cumulative way, each folder having just the new files introduced by the chapter or the ones that are different from previous chapters. This means, for example, that if one file doesn't change since Chapter 1, you won't find it in the folders for Chapter 2 onwards. You can open the scene file in each chapter folder to see how the game should look like at the end of that chapter. This allows you to see just what gets changed in each chapter and means that you can easily identify necessary changes. If, for some reason, you can't finish Chapter 3, for example, you can just pick things up again with Chapter 4 solved folder.

We advise you to type the code yourself or access the code via the GitHub repository (link available in the next section). Doing the latter will help you avoid any potential errors related to the copying and pasting of code.

Take into account that this book and its examples has been written using Unity 2020.1.0f1, the latest version available at the moment. This is the first Unity 2020 release, and while there might be newer versions, consider that if you use them, there might be slight differences in screenshots or steps depicted in the book, but nothing hard to sort out.

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